2024-25 League Information and Rules

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Information

Updated rules and information is in blue font.

 

Schedules will be posted to this website and compusport.net after 7pm on Monday of the first week of play. Check back on the night of play for any schedule changes.

Fall League runs 12 weeks with 1 break for Thanksgiving. We will not be canceling league unless there is a travel ban in place on the night of play.

 

Provide each player's full name, team name, and date on the score card every week. The captain's phone number and email needs to be provided at least once.

 

Score sheets and fees need to be dropped off at Cocktails or the Union Station into the drop box unless arrangements have been made with the location. They will be considered late if the score envelopes are not in the box by 7:00pm on Friday of the week played. The drop box at Cocktails is located on the wall next to the back office, near the restrooms and Dart machines. The Drop box at the Union Station is located above the change machine.

Drop locations for North Liberty and Tiffin will be determined before league begins.

 

Player Fees

Each 4 person team pays $20 on the week played. The home team is responsible for ensuring the $40 weekly fees are delivered to the league. Any shortage will be taken out of the home team end of season payout.

A $30 sanction fee will be charged for all players that play more than 1 week. (if a player will not play more than 1 week, note it on the envelope and they will not be charged unless they play another week) The fee covers $15 for IOMA and $15 for ISPA.

Discuss the fees with your sponsor. They may be willing to cover some or all of the sanction fees.

Sanction fees are due by the 2nd week of play. Any player with unpaid sanctions will play as a 12 handicap until their fees are paid. This will not be removed from games played after fees are paid.

Unpaid fees will be deducted from the end of season payout. Sanctions may be paid in the weekly envelope, make sure to note which players are paying.

 

Tournament Requirements

To qualify for state tournaments, each sanctioning body requires a different amount of weeks played. ISPA (Des Moines tournament) requires 6 weeks played in the same sanctioned year. Beginning in 2024, ISPA will allow games in different sessions to count for qualifying. IOMA (Waterloo Tournament) requires 8 weeks played in the same sanctioned year.

 

Match Rescheduling and Forfeits

If a team is not able to play a match for a valid reason, they must contact the Captain of the opposing team 24 hours before the match to request it be rescheduled. The exception is for bad weather on the night of play. Names and Phone are on the Team Rosters page on WWW.CRGAMESTATION.COM. Makeup matches must be played before the next scheduled match. If the team fails to call or fails to play the makeup match, they will forfeit the match and receive 0 team points. The opposing team will receive 5 team points. There will be no change to any player stats. Both teams are required to pay weekly fees. Teams that fail to appear with at least 3 members 30 minutes past start time (real time) will forfeit the match. If both teams fail to play the makeup match, then both teams will receive 0 points.

 

Handicaps

Handicaps are a measure of your skill in this league. Starting in the fall session, all handicaps are reset to 0. You will be assigned a handicap beginning on your third week of play. The AA and A divisions will have a minimum handicap of 6 and the B division will have a minimum handicap of 5. Handicaps are determined by dividing the points you earned by the points possible, then multiplying the result by 10 and rounding to the nearest whole number. If you get 30 points out of 40, (7.5) then your handicap will be 8.

Players who have not paid sanction fees will be assigned a 12 handicap starting on their 3rd week of play and continuing until their fees have been paid. The games played as a 12 handicap will remain even after the fee is paid. 

Handicaps will carry over to the winter session. After 2 weeks in the winter session, your handicap will be exclusively based on the winter stats. 

Anyone without a handicap for position round will play with a 10 handicap.

 

Rankings

Teams will be ranked from most wins to least and then by number of team points. Players will be ranked by percent of wins and then by point differential (points you earned minus your opponents points).

 

Score Keeping

Both teams will fill out the score card with their player lineup, team name, and date of play before the match begins. Fill in the AVE boxes next to each players name with the player handicap. Everyone starts with a 0 handicap until they have played 2 weeks. Find your current handicap on the Handicaps page or on the Standings page. Zeroes cancel each other. If one team has more zero handicaps than the other, then the highest handicap on the team with fewer zeros is canceled (becomes 0). Each additional zero that isn't already canceled will cancel the next highest handicap on the other team. Add each team's handicaps and subtract the smaller total from the other. The difference goes to the team with the smaller total.

 

Example1:

Say the home team handicaps are 9, 7, 7, 0 and the away is 7, 7, 0, 8.

The zeroes on each side cancel each other. Home has 23 points and away has 22 points. The difference of 1 point is given to the away team in the boxes under the sub-total row for each round. Enter 4 points in the Total column for team handicap.

 

Example2:

Say the home team handicaps are 9, 7, 7, 0 and the away is 7, 8, 0, 0.

The zeroes on each side cancel each other. The extra zero on the away team cancels the highest handicap on the home team (9). Home has 14 points and away has 15 points. The difference of 1 point is given to the home team in the boxes under the sub-total row for each round. Enter 4 points in the Total column for team handicap.

 

The winning player will receive 10 points and the loser will receive 1 point for each of their object balls that were pocketed, regardless of who pocketed the balls. Circle the winner's game score if they have an ERO.

 

An ERO is defined as: On a player's first time to the table, with all 15 balls on the table, they pocket all their object balls and legally pocket the 8-ball, it is an Eight-ball Run Out. 

 

After the scores are entered for each round, add the game points to get the sub-total and then add the handicap to get the total for the round. The team with the higher total earns a round point. Circle the round number at the bottom of the column for the winning team. If the rounds are tied, circle the round number on both teams and put a diagonal slash through the circle. This indicates a tie and both teams receive half a point.

 

When the match is finished, both captains should review the score sheet for accuracy and then sign the score card. Place the weekly fees of $40 in the envelope and seal it. The home team is responsible if there are any shortages in the envelope. The home team is responsible for getting the score envelope to a drop box by 7:00 PM on Friday of the week played.

 

The most important thing is to "Have Fun"!

 

 

8-Ball Rules

  1. OBJECT OF THE GAME
    Eight Ball is a "Call Shot" game played with a cue ball and fifteen object balls, numbered 1 through 15. One player must pocket balls numbered below 8 (solids) while the other player must pocket balls numbered above 8 (stripes). The player who pockets their group first and then legally pockets the 8-ball wins the game.
  2. CALL SHOT
    Obvious balls, such as straight in, do not have to be called or indicated. It is the opponent's right to ask which ball and pocket the shooting player is intending to shoot if they are unsure of the shot. Banks and combinations are not considered obvious and need to be declared. Care should be taken in calling both the object ball and the intended pocket. When calling a shot, it is NEVER required to indicate details such as number of rails, banks, kisses, caroms, etc. Any balls pocketed on a foul remain pocketed, regardless of whether they belong to the shooter or opponent, except the 8 ball which is a loss of game for the shooter.
  3. RACKING THE BALLS
    The shooter will rack and break. Object balls need to be racked in a triangle at the foot of the table with the 8 ball in the center, a stripe in one foot corner and a solid in the other foot corner. The head ball must be placed on the spot at the foot of the table.
  1. LEGAL BREAK SHOT
    The breaker, with cue ball fully behind the head string, must drive the cue ball into the racked balls and either a) pocket an object ball or b) drive at least four object balls to the rail. Failure to make a legal break is a foul and the incoming player has the option of accepting the table in position and shooting without ball in hand, or having the balls reracked and either break the rack themselves or allowing the offending player to break again. The table is always open after a break shot, regardless of what drops.
  2. SCRATCH ON THE BREAK
    If a player scratches on a break shot, it is a foul, but not loss of game. All pocketed balls remain pocketed except the 8 ball (see 8-ball pocketed on the break). The incoming player will have cue ball in hand behind the head string and may not shoot an object ball that is behind the head string unless the cue ball travels past the head string first.
  3. OBJECT BALLS JUMPED OFF THE TABLE ON THE BREAK
    If a player jumps an object ball off the table on a break shot it is a foul and the ball which left the table stays off the table. The incoming player has the option of accepting the table in position and shooting, or taking cue ball in hand behind the head string and shooting.
  4. 8-BALL POCKETED ON THE BREAK
    Pocketing the 8-ball on the break is not a win. If the 8 ball is pocketed on the break and the cue ball remains on the table, the breaker may choose to have the 8-ball spotted and continue shooting, or have all balls racked and break again. If the breaker scratches while pocketing the 8, the incoming player will have the option of racking and breaking or having the 8 spotted and begin shooting with cue ball in hand behind the head string.
  5. OPEN TABLE
    The table is considered "open" until an object ball is pocketed in a legal shot. While the table is open, the shooter is allowed to hit any solid stripe or the 8 ball first in the process of pocketing a called solid or stripe. However, when the 8 ball is the first contact on an open table, the shooter loses their turn and table remains open. Any balls pocketed remain pocketed and the incoming player will play the table as it lies.
  1. LEGAL SHOT (after the break)
    The shooter must shoot the cue ball such that it contacts one of their balls first and results in any ball contacting a rail or a pocketing a numbered object ball (other than the 8). Failure to meet these requirements is a foul. If a ball, before or during a shot, is moved on accident by brushing it with the cue stick or by hand, it is not a foul unless the cue ball travel path takes it through where the moved ball was. The shooter will give their opponent the option of restoring the moved ball to its original position or leaving it in place. The shooter may NOT move the ball back unless authorized by their opponent.
  2. THE "SAFETY" SHOT
    For tactical reasons a player may choose to pocket an obvious objective ball and discontinue their turn by declaring "safety" in advance. If "safety" is not declared to the opponent prior to the shot, the shooter will be required to shoot again. There is no limit to the number of times a player can call "safety". If both players find themselves at an impasse with calling "safety" on every shot, then the game will be reracked and played over with the original breaker starting again. Both players will split the cost of the game.
  3. THE COMBINATION SHOT
    Combination shots are allowed with the intended object ball and pocket declared. The 8 ball cannot be used as the first contact, but may be used as part of the shot sequence, unless the 8 ball is the legal object ball. The shooter must hit their own object ball first, unless the table is open.
  4. THE JUMP AND MASSE SHOT
    Jump and masse shots are allowed to get the cue ball over or around an opponent's ball, with the intended object ball and pocket declared. The tip of the cue must strike the top half of the cue ball and contact a shooter's object ball first, followed by pocketing a numbered ball or driving any ball to a rail to be legal. It will be considered a foul if, during an attempt to jump, curve, or masse the cue ball over or around the impeding ball (opponent's ball or 8 ball), the impeding ball moves by any means - regardless of whether it was moved by a hand, cue stick follow through, or bridge.
  1. FOUL PENALTY
    All fouls must be called before another shot is taken, or else it will be deemed that no foul occurred. When a foul is committed by a shooter, their opponent gets the cue ball in hand. This means that player can place the cue ball anywhere on the table without the head string rule (except if the foul was committed on the break). A player with cue ball in hand may position the cue ball with their hand or any part of their cue stick (including the ferrule). When placing the cue ball in position, any forward stroke motion contacting the cue ball will be a foul, if not a legal shot.
    This rule is intended to prevent players from committing intentional fouls which would place their opponent at a disadvantage.
  2. OBJECT BALLS JUMPED OFF THE TABLE
    If an object ball is jumped off the table, it is a foul and loss of turn, unless it is the 8-ball, which is loss of game. All object balls jumped off the table will remain off the table.
  3. SLOW PLAY
    In tournament play, each shooter will have 60 seconds to get to the table and 60 seconds to take a shot. While the shooter is at the table they will have 60 seconds for each shot. Shooters taking longer times will initially be warned twice and then, if play is still slow, each shot will be timed for both players by members on both teams. When there is 10 seconds remaining the time keeper will say 10 seconds. If the shooter fails to take a shot before time expires, it will be a ball in hand foul. This rule is generally only used in tournaments unless there are exceptional delays in the matches. In league play, use 120 seconds per shot.
  4. LOSS OF GAME
    It is a loss of game:
    a) When the shooter fouls while pocketing the 8-ball, except on the break.
    b) If the shooter pockets the 8-ball before it becomes the legal object ball.
    c) Jumping the 8-ball off the table at any time, except the break.
    d) Pocketing the 8-ball in a pocket other than the one designated.
  1. SPORTSMANSHIP
    Sportsmanship is simply treating your teammates and opponents with courtesy and respect. While everyone wants to win, the purpose of league play is to have fun playing the great sport of billiards in the company of friends.

17.1     Know the rules: Most disputes can be avoided if both players are knowledgeable about the rules of the game.

17.2    This is a handicapped league, don't "sandbag" by keeping your wins as modest as possible. Handicaps are meant to be a genuine measure of your skill. It's poor sportsmanship to give anything but your best effort.

17.3    No "Sharking": "Sharking" is any act designed to upset your opponent or disrupt their concentration at any time during the game. Examples are using profanity, making sarcastic comments, refusing to acknowledge an obvious foul, standing close to your opponent’s line of vision or creating sudden noise. These rules apply not only to you, but also to any person who is in your "cheering squad".

17.4    Make sure that the trademark of you and your teammates is good sportsmanship. Win or lose, that’s what league play is all about.

  1. UNSPORTSMANLIKE CONDUCT
    Unsportsmanlike conduct is any intentional behavior that brings disrepute to the sport or which disrupts or changes the game to the extent that it cannot be played fairly. It includes

(a) Distracting the opponent;

(b) Changing the position of the balls in play other than by a shot;

(c) Playing a shot by intentionally miscuing;

(d) Continuing to play after a foul has been called or play has been suspended;

(e) Practicing during a match (includes shooting on another table);

(f) Marking the table;

(g) Delay of the game; and

(h) Using equipment inappropriately.

Unsportsmanlike conduct can result in a player or team being kicked out of the league. This is at the discretion of the league operators.

 
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